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SDL rotozoomer function
#11
i just released a beta for the freebasic/C wrapper of yagl, maybe you want to have a look into it, it might be a lot faster than allegro as all the blitters are based on opengl. you can find more info in this thread
http://forum.qbasicnews.com/viewtopic.php?t=11182. more info on yagl can be found here http://forum.qbasicnews.com/viewtopic.ph...light=yagl . this link features a list of all the things available in yagl plus links to benchmarks and demos.
quote="NecrosIhsan"]
[Image: yagl1.png]
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#12
Would it run slower on pure software?
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#13
Quote:Would it run slower on pure software?
Everything is slow in software..
OpenGL is pretty fast though..
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#14
yes it is slower in software of course. but given todays average graphics card you can be pretty sure that almost anything has opengl drivers.
quote="NecrosIhsan"]
[Image: yagl1.png]
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#15
I thought it might run slower on software if I did it with ogl...why I'm not exactly sure cuz w/o a gfx card(just the in-built one) my ugl software renderer ran quicker than an ogl render...I'm pretty sure of this. Speaking of ugl, how similar is yagl? please tell me at least a little :p.
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#16
well the microsoft opengl software renderer which will be used if no driver was installed for your card ( from the vendor site for example ) is very slow of course.

as stated above http://forum.qbasicnews.com/viewtopic.ph...light=yagl you can find a lot of information here. basically yagl features a graphics module that is accelerated via opengl giving you drawing primitives ( lines, rectangle, filled rectangles ), and a lot of different blitters ( normal blit, scaled blit, rotated blit, scaled rotated blit, + variants that blit solid or alphamasked, + ranged versions of each blitter so you can blit only parts of a bitmap to screen. ) it also features a font engine build ontop of freetype 2 which lets you load any truetype font and display it on screen antialiased in any color. then there's the sound module giving you possibilites to load small samples like gunshots etc. into memory and play them in 3d space, or stream from a file and play the sound in 3d space, plus you got a listener there which is basically your ears in 3d space. you can move around all those sound sources. a complete input module is included featuring mouse, keyboard and up to 16 joysticks/joypads. a networking module is included altough i have yet to decide wheter i write a wrapper around it, plus there's a couple of other things in there that might not get into the wrapper ( utility stuff... ). for now only the graphics module is wrapped. if you happen to code in c++ you can already use the complete library. see the above link for some more info and links to benchmarks and demos.
quote="NecrosIhsan"]
[Image: yagl1.png]
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#17
cool. I think I'm gonna be one of the first people on the block to develop a game on this :p Does it have blending functions? and other neat stuff like motion blur?
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#18
all drawing methods can be used with blending, even line and rectangle. see the example in samples\demo. i'm currently writting a programmer's guide that will explain how all the things work etc. the wrapper is similar to the c++ version so i hope that ppl can use the programmer's guide which focuses on the c++ version. all the images you load to a surface are converted to 32-bit and if available on your hardware compressed so they don't use up that much. 32-bit means abgr format ( as needed by opengl ). as i said check out the demos in the other link i posted above ( the thread ) and try the freebasic port sample it's pretty much selfexplaning. i'm going to wrap the complete input module and soundmodule tonight and try to finish the documentation for those parts so you can start playing around with it.

oh and alphamasking = blending Smile
quote="NecrosIhsan"]
[Image: yagl1.png]
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